*** BUGS, fixati, da fixare, possibili, probabili, che vengono in mente... - FIXED: A double opening of a module CAUSES BIG TROUBLES !!! The NODE in list is RE-Inserted in the list, and causes big troubles. This is the DOUBLE-Closing bug in the wild.library! (to fix, do a check in load/kill module, add a wild opencount,...) Now IT's FIXED, with the wm_CNT! Warning with old modules ! - FIXED: KillerBug in DisplayPlanarScreen: first, it was writing in the Draw engine data, not in the Display !! And then, it allocated the TmpRas, the AreaInfo and more with AllocVecPooled and freed it with FreeMem ! Bleah. - FIXED: Now, i have a working draw pipeline, so i can concentrate on the 3D checking of the Refs system. I viewed it was all wrong. I'm looking for the bugs in TDCoreSimplyFast. I've fixed one, where were exchanged the child and the parent link. Then, fixed more: now seems ok. But never say... - TO FIX: The DOUBLE-Closing BUG REVENGE !!! Maybe some modules too old, to fix from the first time ? Or more conceptual bugs like the precedent? Mah. - FIXED: Another (new) bug in the closing: the tables killing! Was because i changed the input of KillTable: no more pointing on the struct wt_Table, but on the wt_Data !! So, when killing, was forgot to add wt_Data to a1. Probably, that was the DOUBLE-Closing revenge... but is to check. - TO RECODE: In TDCoreSimplyFast, there is a bad-working test, the diagonals edges outcheck: it removed more edges than is should do. So, just for now, i removed it. When there is time, recode ! It causes bad errors, especially with very big faces! - FIXED: In TDCoreSimplyFast, recoded the OutFace check: 3 Hidden-> OutFace and 2 Out-> OutFace! Caused BAD Crashes ! (Crash04 is ALSO for this bug.) - FIXED: In TDCoreSimplyFast, bugs in the BSP-Inserting routine!? The BspPointers have a bad offset and trash-up the structure!? !! It's AllocVecPooled who Trashes everything !! Because of a bad write, the Pool is broken, so this routine does bas things. Thanks to my MungwallLike system (just added) i found the badwrite. It's in the BSPEntries memory: more faces than they should are written here: SOME ARE INSERTED TWICE !!! So, it's a BSP-Insert BUG !!! FindOut it. Fixed! Was a very Unlucky case: if 2 sectors child were attached to the same parent's face, the BspSave of this face was broken: after the first attach, all ok, after the second attach, was copyed on bspsave also the first attach. So, one sector was kept attached even after the breakjoins cycle. - TO FIX: There are more bad writes, probably in the Draw modules (hope no Display!) because my MungwallLike system signals some hits (in the Display module,why ? go to check,please!) with all the Flat series (Fluff & Candy), and all the same hit. - FIXED: A closing bug in DisplayPeter&James: if no screen, a lot of bad free were done. - TO FIX: If all edges are z-out in distance (may be in other cases also) bad errors, like edges with no TmpBuffer but not flagged as bad. If you have time... - TO FIX: Peter&James can be dangerous if used by more than 1 app, because of the variables inside the code (chunky buffer pointers, mainly), you must reload them on every frame! - FIXED: In Peter&James was used my AllocBitmap routine, but was useless and buggy (memory crash), so i used the STDBITMAP screen type. Better and safer. - TO FIX: Still some bugs when faces are Z=0 (i think), they are splatted around. - TO DO: In Tix+ broker the textures edges loop is very sure but very unoptimized. When have time, do the rewrite. - TO FIX: WildPrefs.library TestPrefs hang: the problem is in the Wild's FindWildApp, sometimes finds an infinite loop: a wapp node pointing to itself !! (to find out why happens...); - TO FIX: DrawCandy+, don't work with hires ! Also DisplayTryPeJam+.library !